Hi all,
I'm looking for ways to reduce the amount of text on a card game I am working on. What do you all think about using keywords and then explaining what they do in the rule book instead of the cards themselves? Are 15 to 20 keywords too much? Should I try to spell them out on the cards instead? Any advice is appreciated!
Thanks!
Mayu
Thanks for the feedback so far!
Here are some examples of what I am thinking:
- Damage Reduction X: reduces the damage taken by X.
- Regeneration X: heals X damage at the beginning of each turn.
- Lifeleech X: When dealing damage, heals itself by X.
- [Element] Enmity X (for example: Fire Enmity 10): Deal X more damage to an opponent that deals [Element] damage.